Open the invitation box to teleport to the Empyrean Citadel and speak to Moia. She will tell you that Zamorak needs your help and wants you to give her your word that you will help Zamorak recover from this - his darkest hour. You are then prompted to give her your word, either truthfully or by telling a lie. After agreeing, Moia will give you a communication device and teleport. Sliske will pull you into the Shadow Realm. Speak to him and he will give you three options:

Infiltrate the group and sabotage their whole operation, lying in wait until the most deliciously dramatic moment to upstage Zamorak himself!

Go ahead with the plan and see what happens. Your presence alone should have the desired effect.

Side with Zamorak.

After making your choice, use the communication device and teleport to the Zamorak's Hideout.

2. Zamorak's HideoutItems Required: NoneItems Suggested: None

After teleporting to Zamorak's Hideout, Zamorak will greet you, and you can kneel or stand. He will introduce you to Bilrac and Moia. He will then say that he needs your help to find some of his followers: Enakhra, General Khazard, Hazeel, Lord Daquarius, Nomad, and Zemouregal. After agreeing to help, speak to Moia to learn the location of the six followers Zamorak wants you to find. You can speak to Bilrach to learn more about him or you can leave to find the six followers:

Enakhra and Zemouregal

Speak to Moia about Enakhra and Zemouregal and she will mention that they are in Zemouregal's fortress. She will mention that the fortress is protected by magical enchantments, and will offer to teleport you to the basement.

In the basement you will encounter 5 armoured zombies, three melee
and two ranged. You must kill these before being allowed to go up the stairs. You can run west and lure the zombies out into the tunnels and fight them in a smaller group (as the armoured zombies that attack with range are fairly accurate). After killing the zombies, head upstairs and talk to Enakhra and Zemouregal and they will agree to help Zamorak. To the north of Enakhra there is a chest that contains 250 Dungeoneering tokens, 5k gp and 3 noted cut emeralds.

General Khazard

General Khazard can be found in the ruins of Uzer in the south-east of Al Kharid. Speak to him and he will mention that he is looking for his mother in the ruins. He will ask you to help him search the Shadow Realm for her. Agree to help search in the Shadow Realm, go north to the body of Palkeera, and search it to find the bloody journal, and give it to General Khazard. After reading the journal General Khazard will teleport to Zamorak. South-west of General Khazard there is another chest. It can be searched to find 250 Dungeoneering tokens, 5k gp and 3 noted cut sapphires.

Hazeel

Hazeel can be found in the cave south of Ardougne zoo and east of the clocktower. Tell him that Zamorak would like his presence at his hideout, he will agree on one condition: you free Jerrod from being captive in the basement of the Mansion found in East Ardougne.

The mansion can be found north-east of Ardougne Zoo. Run around to the back of the mansion open the trapdoor and enter it. Speak to Jerrod and agree to let him out if he helps Zamorak. Search the butlers corpse to the south-west to find the cell key to Jerrod's cell door. Return to Jerrod and unlock the door. You do not need to return to Hazeel after freeing Jerrod. To the west of the cell door there is another chest that can be searched that contains 250 Dungeoneering tokens, 5k gp and 3 noted cut sapphires.

Lord Daquarius

Lord Daquarius can be found in the south-west room of the Black Knights' base in Taverley Dungeon. Speak to him, but he will only believe you if you quell an uprising. He will ask you to do three tasks:

Find evidence of the assassination plot

Settle an argument about chaos vs. evil.

Stop the Black Knight preaching about evil.

Find evidence of the assassination plot
Evidence of the assassination plot can be found in the north-western room in a chest. Search it to find some poison.

Settle an argument about chaos vs. evil.
In the kitchen in north-eastern room, there are four black knights arguing about chaos vs. evil. Threaten or reason with them to stop the argument.

Stop the Black Knight preaching about evil.
The Preaching Black Knight can be found east of Lord Daquarius. Speak to him and persuade him to stop the preaching.

Once you have completed the tasks, return to Lord Daquarius and he will listen to you go to Zamorak. In the corner of the room there is another searchable chest that contains 250 Dungeoneering tokens, 5k gp and 3 noted cut emerald.

Nomad

Nomad can be found in Death's office (north of the Draynor lodestone and through Death's portal) arguing about Nomad's soul. You will interrupt and Death will let Nomad on the condition that he is returned once you are finished with him, because you saved Death from Sliske during the Missing, Presumed Death quest.

Once you have found the six followers, Moia will contact you. If you are ready, agree to be teleported to Zamorak's Hideout, otherwise you can use the communication device to teleport there.

4. The DiscussionItems Required: NoneItems Suggested: None

After gathering everyone and teleporting to Zamorak's Hideout, you can continue with the quest or talk to everyone. When you are ready to continue, speak to Zamorak and he will start the conclave. Viggora will appear from the Shadow Realm and inform Zamorak that the Stone of Jas is hidden in Sliske's lair under the Barrows tunnels. Once Viggora disappears everyone will start arguing on the best way to get the Stone of Jas. Zamorak decides that everyone except Bilrach will go. Jerrod and yourself will infiltrate the outer chambers and dispatch the guards, Lord Daquarius will help with the deciphering the locks, Enakhra and Nomad will help evade Sliske's tricks and illusions, Hazeel and Khazard will combine their talents of the Shadow Realm to overcome Sliske, and Zemouregal, a master necromancer, will use that talent on Sliske's undead hordes. When Zamorak finishes talking everyone will head to Sliske's lair. When you are ready, make your way there. In the western part of Zamorak's Hideout, there is another chest that can be searched that contains 250 Dungeoneering tokens, 5k gp and 3 noted cut sapphires.

Make your way to the Barrows tunnels. South-east of the tunnels is the entrance to Sliske's lair. There is another searchable chest just north of the entrance to the lair that contains 250 Dungeoneering tokens, 5k gp and 3 noted cut rubies. When you enter the lair, there is a clue signpost to the west inside.

Run as far west as you can and go through the cave opening there. In the next tunnel the clue signpost is there again. Run to the south-west and go through the cave opening. In the next tunnel, go through the cave opening in the north-east. In this tunnel go through the cave opening in the north-east again. Next run east and go through the cave opening. In this tunnel run north as far as you can and enter the cave opening on the east. In the last tunnel run north as far as you can and enter the cave opening on the west.

Once the rest of the team arrives, they start arguing again on how to get the Stone of Jas. Eventually they calm down and agree to continue the way Zamorak planned. You and Jerrod go first to assassinate any guards you find.

In this room there are Wights, who will knock you out if they see you, taking you back to the start of the room again and making you start over.

Wait until the first Wight has turned its back and quickly go behind him and assassinate him.

Next there is a mask, wait until it scans three times before moving south of it, after three scans, it will stop scanning for approximately 5 seconds giving you time to move to the next section.

There is a lever at the end of the tunnel, wait until the mask on the west wall scans three times then pull the lever.

The doors between Jerrod and the second Wight will open and Jerrod will assassinate the Wight. Double back the way you came and head to Jerrod and pull the lever to open the door.

In this room there are Wights, a mask and a shadow, which will send you back to the start if they see you.

In the room to the east, assassinate the Wight as he walks past.

There is lever to the south of the tunnel to the east, but you cannot pull it just yet.

Take the path to the west down to the main path and run across into the other room without the shadow catching you and assassinate the Wight in that room.

Backtrack to the lever that you could not pull and pull it.

In the room to the north of the level there is another Wight; assassinate him.

Follow the path to the west and run across the main path avoiding the Wight and Shadow.

In this area there is another Wight you must assassinate, then pull the level to the north-west to distract the Wight in this area and then assassinate him also.

Next, pull the other lever in the area to open a door for Jerrod.

Back track to the room in the east.

In the north of this room there is another room with another Wight to assassinate. To get to him, move two spaces to the west of the torch in the ground and wait until the Shadow has moved north. Then quickly leap forward and then to the left.

Once in the room, assassinate the Wight and to the north-east of the room, there is another lever.

Avoid the Shadow and pull it, and Jerrod will assassinate the final Wight.

Once Jerrod has assassinated the final Wight, pull the lever to north to exit the room.

6. The VaultItems Required: NoneItems Suggested: None

Once the lever is pulled there will be short cutscene with Moia. In this room, you will need to unlock the vault. To unlock the door, first use Jerrod to track the guards' tracks by right clicking him and choosing the "Track" option. Once you are in Jerrod's view, turn to the left or right until you see green footprints on the ground and then follow the tracks. Jerrod will follow the tracks and find one of the guards. Next go to Moia and use her to read the guards mind.

You have three attempts to find the memory in the guards mind, if you fail you can try again. To find the correct memory, move the mouse around the interface until the circle is glowing and flicking fast and left click. This should unlock the memory; if not you can try again as many times as needed. This will need to be completed a total of 5 times. After finding the first memory, Nomad and Enakhra will need to interact with the vault door so the white or black side does not reach the top. If it does then the alarm will sound and you will have to start from the beginning again. Avoid setting off the alarm by switching Nomad and Enakhra before either side gets to the top. After getting the second memory, wights will appear from the doors to the side, but only from two at a time. Interact with Zemouregal and place his portals at the doors where wights will appear next (doors that you can see eyes in). Once you have obtained the 5 guards' memories, the vault unlocks. Open it and a cutscene starts.

After entering the vault, Sliske will appear and summon an apparition for each member of the group. Zemouregal will teleport you to the Shadow Realm. Sliske will summon an version of yourself to fight, it will have three special attacks. The first one freezes you in place - clicking rapidly anywhere on the screen will break you free. The second one teleports you to the Stone of Jas and it jumps in the air. When it lands, a black plume of smoke is created and will cause up to 4,500 lifepoints of damage. It can be avoided by running down the steps and out of the way of the smoke. The final special attack happens if you get too far from it; it will shout "You cannot hide in the shadows" and some bats will start to attack you if you are not close to the shadowy apparition. After defeating yourself, you will take control of Nomad. Kill the 30 Elite Wights in the room. Once the 30 wights have been killed you will be returned to your own body.

Touch the Stone of Jas to start a cutscene between Zamorak, Armadly, Saradomin, and Bandos. Once the cutscene ends you will appear back into the vault room. Help everyone else defeat the apparitions they are attacking and another cutscene will start once they have all be defeated. Nomad will try steal a piece of the Stone of Jas. He will throw his spear at you, which you can either dodge it or throw back. If you dodge it, he will get a piece of the Stone of Jas, and if you throw the spear back he won't. Zamorak will then appear and knock Nomad to the ground, but Nomad will teleport away before Zamorak can finish him off. Zamorak will touch the Stone of Jas and then Sliske will appear and incapacitate the group. Sliske and Zamorak will argue, and when they stop arguing you will be given three choices:

Help Sliske
If you help Sliske then you will attack Zamorak, distracting him and allowing Sliske and yourself to escape. Speak to Sliske and he will thank you for the help you gave. Quest complete - congratulations! You can still teleport to Zamorak's Hideout and speak to Zamorak; however, he won't be too happy about betraying him.

Help Zamorak
If you help Zamorak, you and Zamorak will attack Sliske, but he will disappear before you get to kill him. After some dialogue with Zamorak the quest is complete - congratulations! You can teleport to Zamorak's Hideout after the quest for more dialogue with him.

Remain neutral
If you remain neutral, Zamorak will attack Sliske and Sliske will disappear with the Stone of Jas. Zamorak will say that if you had helped him, the two of you could have defeated Sliske for good. Quest complete - congratulations! You can teleport to Zamorak's Hideout after the quest for more dialogue with him.

Tips, Tricks & Notes

After the quest there are 3 more chests that can be searched to find a 3 more lamps. The first lamp requires level 50 in all stats and gives you 7,000 experience, the second lamp requires level 70 in all stats and gives you 50,000 experience, and the third lamp requires level 90 in all stats and gives you 96,000 experience.